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Post launch - next update?


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Basically performance, bugfixes and QoL is what they planned after launch. Meanwhile most of the team works on dlc. We propbably won`t get new content for the base game althrough there is room for some like in the rust biome.

They didn`t make much changes after launch but i`m pretty sure they are still working hard on the game but instead of pumping updates super fast they decided to take more time and make it right.

hi, is there any page, social madia account or any other source where we can get any up-to-date info on current ONI development? for any other game i can get enough sources where i can see plans and what else is happening but here all i could find was a single post where it was announced that the devs want to make dlc (that was around launch) and no info since. for all i know they could go all EA and leave this game for dead (especially because it is probably financially viable) so having a little transparency would really be great.

The game has two incentives to play;

* You want to branch out, geoform and build to make your dupes survive.

* You want to set up resource supplies to provide morale for your dupes.


That's why we tame volcanoes, set up cooling with ultimate materials fetched from space, because we want to secure that the duplicants can live forever.

 

In that vein i think the additions to the game can happen on two fronts;

* Add more danger to the game and add more damage mitigation that requires new pathways. For example, you need reed fiber to protect your dupes from zombie spores. Something like radioactive materials and a new decontamination protocol or something.

* Add new create avenues for morale management. Something like a hard to process resource that provides a morale boost. Currently, the game has ample morale provided even for slow builders like me (i progress really slow, like stay in my biome until 100, and i always can level my dupes when they have skill points and absolutely never had stress beyond 3%) so for this to happen, all rurrent morale boosts have to be nerfed; but i can see that happening. Sporchids are a good example of something problematic to set up but has good bonuses, you need glass and careful planning to put it in your base but once you do it gives great decor. Something like companion critters, space related stuff.


* There is also MANY QOL things that can take place. The game needs a lot. Like more automation, better fluid management utilities, etc. There are really good mods out there, but it would be nice if the devs actually included these in game. I would pay extra for a QoL update that integrates a lot of the steam workshop mods (sensible ones) in to the game.

 

That being said, i would like to see;

* Radioactivity implemented in came (germ, power, profession, space; it can be easily integrated)

* Grand projects to actually make use of all the MW of energy you can generate towards the mid-lane game.

* Diseases brought back.

* Some space interactivity.

* Wireless automation (this is a mod but i want to see it in game)

* Establishing supply chains from other populated asteroids.

* Chemical reactions.

* More biomes that are interesting.

* Something like every 500 cycles, you have to spent a lot of resources charging (Nikola's) super laser, or a giant meteor wipes the top 1/3rd of the map. You don't have to deal with that until you reach space biome, but givus you something to do survival wise once you hit space biome.

Don't forget to add nerf AT/steam heat deletion and make it so borg cubes are wimpy to that list. That way people can stop whining about every other cooling option being useless and that people who use them are noobs.

Sorry, just tired of all the min/max people trying to pressure others to conforming to the "best way" when it comes to that.

Heard the DLC is going to expand the Auto Save Game quirkiness feature to be purposeful and feared.. Destruction orders issued during the autosave pause quirk will no longer be a large amount of queued orders, instead there will be instant destruction. The joy of rebuilding done right!

And we all thought was a bug...

 

On 9/22/2019 at 9:14 AM, silverbluep said:

The game has two incentives to play;

* You want to branch out, geoform and build to make your dupes survive.

* You want to set up resource supplies to provide morale for your dupes.


That's why we tame volcanoes, set up cooling with ultimate materials fetched from space, because we want to secure that the duplicants can live forever.

 

In that vein i think the additions to the game can happen on two fronts;

* Add more danger to the game and add more damage mitigation that requires new pathways. For example, you need reed fiber to protect your dupes from zombie spores. Something like radioactive materials and a new decontamination protocol or something.

* Add new create avenues for morale management. Something like a hard to process resource that provides a morale boost. Currently, the game has ample morale provided even for slow builders like me (i progress really slow, like stay in my biome until 100, and i always can level my dupes when they have skill points and absolutely never had stress beyond 3%) so for this to happen, all rurrent morale boosts have to be nerfed; but i can see that happening. Sporchids are a good example of something problematic to set up but has good bonuses, you need glass and careful planning to put it in your base but once you do it gives great decor. Something like companion critters, space related stuff.


* There is also MANY QOL things that can take place. The game needs a lot. Like more automation, better fluid management utilities, etc. There are really good mods out there, but it would be nice if the devs actually included these in game. I would pay extra for a QoL update that integrates a lot of the steam workshop mods (sensible ones) in to the game.

 

That being said, i would like to see;

* Radioactivity implemented in came (germ, power, profession, space; it can be easily integrated)

* Grand projects to actually make use of all the MW of energy you can generate towards the mid-lane game.

* Diseases brought back.

* Some space interactivity.

* Wireless automation (this is a mod but i want to see it in game)

* Establishing supply chains from other populated asteroids.

* Chemical reactions.

* More biomes that are interesting.

* Something like every 500 cycles, you have to spent a lot of resources charging (Nikola's) super laser, or a giant meteor wipes the top 1/3rd of the map. You don't have to deal with that until you reach space biome, but givus you something to do survival wise once you hit space biome.

 I'm generally not a "slow" builder, depending on the map.  Normally by cycle 40 I've cleared enough of the starting biome to insulate what's going to be the borders of the base proper... and by cycle 100-130 I've set up power, backup power, a pair of metal refineries external to said base, and am either in-progress or just completed harnessing an AETN for electrolyzer air production, thus algae independent.  Generally by cycle 200 I've mined out the bulk of what's useful in the oil biome.  By 250, I've finished all my various cooling loops and my petrol-based bulk chiller and cycle 300 sees me preparing to launch my first rocket if I haven't gotten distracted by refining facility designs.

  That said, this last map I decided to ditch my normal approach of "Mealwood until about 20 cycles before the AETN is done, then bristleblossoms until the cows come home" by trying for specifically for both Carnivore and Locavore.  Doing so had... some implications.  As a result of the power demand, the map layout, and the constant triaging of potential colony killing issues, I actually didn't become fully algae independent until almost cycle 300, which... is a hell of a long time for me.  Made me happy that I'd elected to test out polluted ice tempshift plates as a means to flash-clear jungle biome.  If it weren't for the 80ish+ tons of slime, I would've been dead around cycle 150.  On the plus side, I did get both achievements, got Carnivore on the last day possible, even. (2 8-hatch stables and 12 incubators FTW)... In the end, I learned a hell of a lot about alternative methods of doing things I hadn't considered (the tempshift plates bit is one of them) and paths I considered sub-optimal so I hadn't tried to make work before.  As a result, I can't say it wasn't worth it.  More knowledge is always a good thing.

 About the rest of your post, I'll add some serious +1s to a few points:

1. QOL - Automation - Certainly the largest gripe I have in terms of gameplay.  By that I mean I'm trying to do something and I hit a point where "If I could only get building X to do Y via automation, I'dve been done with this 30 minutes ago."  Shipping automation certainly needs some love.  Content sensors would allow shared rails where you could pull off contents with shutoffs like you can pipes/vents.  Also, the ability to count things in vents/rails/pipes would be much appreciated.  Ie. Setting up an ethanol cycle to feed precisely 600kg of P-dirt to sage hatches and no more can be a bit tricky the first time.  Having a sensor that could, say, count to 600 using observed mass, and then generate a green signal would be so much simpler.  Being able to read data out of things and manipulate based on that, similar to what Factorio allows would be great.

1a. Similar QOL gripe:  It would be nice to have a column or check box on food producing buildings and also refineries to designate the amounts as a daily quota instead of generally having to set things to infinite or repeatedly hand-jamming numbers.  Just easier to keep track of things with a quota system, IMO, but YMMV.

2. Diseases - Yeah, I miss freaking out if I spot slimelung outside of the slime biome.  Nobody forgets their first slimelung outbreak that leads to colony collapse.  Food poisoning is a bit weak for what it is, too... and zombie spores? Haven't had to deal with an actual infection yet, I just route around and freeze it out later.  Come to think of it, I've only ever had to deal with food poisoning infections because of how utterly paranoid the older versions made me in terms of proper sanitation and containment.

3. Wireless automation sounds interesting, haven't seen the mod.  Honestly, I wouldn't mind "wired" automation.  By that, I mean networked automation so you could run one cable that could carry multiple signals at the same time.  Just hook up boxes on the near end that specify what channel the connected system is going to be on, and the far end that specify what channel they're pulling... and call it a day.

 

I'd add at a of my own: 

1. Water mains.  Moving gasses and the like hasn't been so bad, but it'd be nice to have some high-volume piping that acts similarly to heavi-watt, but for water.  Packet size would be some multiple of of the current pipe packets, preferably something like 3x or 5x.  Figure you could feed it with regular pumps but they'd be mostly equivalent to the mini pumps as far as this system would be concerned. So 2-3 tiers of high-volume pumps to go with it.  Figure it'd progress something like a 4x4, made from starting ores, kg/watt efficiency worse than current pump, researched at tier 3, a 3x3, refined metal, on par efficiency, researched at tier 4-5, and a 2x2 space-age material pump researched tier 5-6 that's a decent amount more efficient. 

Note: high volume gas pumps/lines would be nice I suppose, but for some reason I don't see that set of restrictions quite annoying as liquids.  Similar form/function/implementation as above.

2. Multiple inputs/outputs for certain buildings.  It'd be nice to be able to connect two different inputs or output to a reservoir for slightly higher throughput.  Aware there's a mod for this, but having actual artwork/integration would be great.  Heck, add them as a second tier of reservoirs.

3. A generator that runs on liquid methane so you don't need 50 billion NG gens would be great.

4. Some sort of method to influence what shows up in the gate.  Figure 2-3 mid-to-late tier techs (at least 1 of which requiring space tech) and something discoverable in the Gravitas facility and/or POIs.  Maybe not direct control, certainly not without significant research (so late-ish game), but something that can skew probabilities for the next gate cycle.  Say, for each item/tech you've discovered, you can select a skill, trait, or item and tag it as more or less likely to show up.  Figure less waiting (or save scumming for some folks) would always be appreciated.

5. mid-late game techs that start adding optional secondary outputs and maybe a minor 2-5% efficiency boost for earlier buildings - so a PW output for things like the NG gen, so if you really want to pipe it, you can.  Same for CO2 outputs, etc etc.

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